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Untended WX Overcharge Interactions with Boat Speed?


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So I was looking into the code on WX's Overcharge and how it would interact with speed while on a boat, and it looks like the interaction there may be unintended. Currently it sets his speed every second while overcharged, with a multiplier on the normal run speed. Getting on or off a boat sets a new run speed, which is based on the boat, and caches the old one. But if WX is overcharged, it's still giving him a run speed every second based on the normal run speed, not the boat run speed. I believe if the overcharge wears off on the boat, then the boat will end up moving at normal run speed.

I think WX's onupdate function should check if he's driving, and use the boat speed as the base. Or if it's not intended that he's supposed to be speeded up on a boat at all, then that needs to be checked.

I also verified this with some testing in-game where I checked the locomotor runspeed. While overcharged, it's 9 regardless of whether you're on a boat or not, but for a very brief moment while hopping on a boat, it becomes 6. This actually allows for an exploit where you get overcharged, get onto a boat, and then if your charge runs out while on the boat, your run speed becomes 9 permanently because that's what the driver component cached.

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